varying vec3 normal, lightDir, eyeVec;

void main()
{	
	normal = gl_NormalMatrix * gl_Normal;
	
	gl_TexCoord[0] = gl_MultiTexCoord0;

	vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
	vec3 lPos = gl_LightSource[0].position.xyz;
	lightDir = (lPos - vVertex);
	eyeVec = -vVertex;

	gl_Position = ftransform();		
}
